WEBVTT 1 00:00:02.118 --> 00:00:03.132 Realistic 2 00:00:04.533 --> 00:00:08.949 Realistic Commons VFX(1) 3 00:00:08.950 --> 00:00:11.582 GCC Academy 4 00:00:23.623 --> 00:00:24.777 Hello 5 00:00:24.778 --> 00:00:27.902 I'm Kwangwook Tak, your instructor for Unreal Graphics 6 00:00:28.609 --> 00:00:30.680 We previously worked on creating a level 7 00:00:30.680 --> 00:00:32.400 and now it's time 8 00:00:32.400 --> 00:00:35.680 to capture that level in video form 9 00:00:35.680 --> 00:00:37.557 Unreal Engine provides a feature 10 00:00:37.559 --> 00:00:40.276 called Sequencer for this purpose 11 00:00:40.639 --> 00:00:43.650 In this session, we'll use the Marketplace to build a stage 12 00:00:43.650 --> 00:00:45.480 or level 13 00:00:45.480 --> 00:00:50.119 and understand the concept of the Sequencer, which enables video creation in Unreal Engine 14 00:00:50.119 --> 00:00:52.243 Additionally, we'll explore camera work 15 00:00:52.243 --> 00:00:55.068 a fundamental aspect of video production 16 00:00:55.068 --> 00:00:58.926 Using the Marketplace(Fab) and Overview of Sequencer 17 00:00:59.360 --> 00:01:03.560 To create a sequencer, we'll first design a level 18 00:01:03.560 --> 00:01:07.940 For this level, we'll learn how to utilize external resources 19 00:01:08.279 --> 00:01:10.680 by importing assets from outside 20 00:01:10.680 --> 00:01:14.128 and installing them into the project 21 00:01:14.128 --> 00:01:15.790 We'll learn this 22 00:01:16.599 --> 00:01:18.440 Previously, Unreal Engine had 23 00:01:18.440 --> 00:01:24.160 a marketplace for buying and selling assets, known as the Marketplace 24 00:01:24.160 --> 00:01:25.850 accessible from 25 00:01:27.648 --> 00:01:29.163 the launcher 26 00:01:29.188 --> 00:01:33.311 next to the Library tab 27 00:01:33.313 --> 00:01:36.648 This has now been rebranded as Fab 28 00:01:37.239 --> 00:01:41.320 Fab expands on the original Marketplace 29 00:01:41.320 --> 00:01:42.946 offering a broader range 30 00:01:42.947 --> 00:01:46.414 of assets for purchase and sale 31 00:01:47.080 --> 00:01:51.720 It's currently undergoing further expansion 32 00:01:51.720 --> 00:01:57.199 Let's look at how to buy and sell assets using Fab 33 00:01:57.199 --> 00:02:00.080 Click on the Fab tab 34 00:02:00.080 --> 00:02:02.073 to see a Start Exploring 35 00:02:02.074 --> 00:02:03.440 Clicking this button 36 00:02:03.440 --> 00:02:07.919 redirects you to the Fab website 37 00:02:07.919 --> 00:02:11.732 where you can perform the same activities 38 00:02:12.320 --> 00:02:14.277 When you click 39 00:02:17.631 --> 00:02:20.240 you can go to Fab homepage 40 00:02:20.240 --> 00:02:25.720 Here, users can engage in buying and selling assets 41 00:02:25.720 --> 00:02:27.960 I've been talking about buying and selling 42 00:02:27.960 --> 00:02:30.551 but this site called Fab 43 00:02:30.750 --> 00:02:33.852 is a marketplace where users can create assets themselves and sell them 44 00:02:34.039 --> 00:02:36.154 and developers can develop those assets 45 00:02:36.422 --> 00:02:42.240 and then buy those assets from users who want to develop them 46 00:02:42.240 --> 00:02:46.119 In the past, there was only one Marketplace 47 00:02:46.119 --> 00:02:48.240 Still, now Unreal Engine 48 00:02:48.240 --> 00:02:50.314 has integrated multiple platforms 49 00:02:50.318 --> 00:02:52.799 such as Sketchfab 50 00:02:52.803 --> 00:02:57.039 and ArtStation 51 00:02:57.039 --> 00:03:01.199 into one unified system called Fab 52 00:03:01.199 --> 00:03:04.160 It hasn't been that long since we integrated under the name Fab 53 00:03:04.160 --> 00:03:08.720 So, there are a lot of transitional situations that have arisen 54 00:03:08.720 --> 00:03:12.858 For example, some products that were previously available on the Marketplace 55 00:03:12.858 --> 00:03:15.279 are currently not accessible 56 00:03:15.279 --> 00:03:17.800 on the Fab site 57 00:03:17.800 --> 00:03:21.919 Of course, there is an advantage in that you can buy everything previously available on other sites besides the marketplace 58 00:03:21.919 --> 00:03:23.720 at once 59 00:03:23.720 --> 00:03:26.320 and conveniently 60 00:03:26.320 --> 00:03:28.479 I do feel a little sorry about that 61 00:03:28.479 --> 00:03:29.951 As time goes by 62 00:03:29.952 --> 00:03:32.539 it seems that assets previously available on the marketplace 63 00:03:32.540 --> 00:03:36.752 will gradually increase 64 00:03:36.757 --> 00:03:39.800 even though they are not currently available on Fab 65 00:03:39.800 --> 00:03:42.160 First of all, the way to buy is simple 66 00:03:42.160 --> 00:03:47.157 If you look, you can see various assets by browsing in front 67 00:03:47.360 --> 00:03:50.240 If you hover your mouse over browse at the top 68 00:03:50.240 --> 00:03:53.960 you can decide the category by type like this 69 00:03:53.960 --> 00:03:56.197 For example, if you click on 3D models 70 00:03:56.639 --> 00:03:59.919 you can see the price 71 00:03:59.919 --> 00:04:00.926 for 3D modeling like this 72 00:04:01.199 --> 00:04:03.800 You can see the items you can buy 73 00:04:03.800 --> 00:04:06.559 And on the right, there are various formats 74 00:04:06.559 --> 00:04:07.976 For example 75 00:04:08.331 --> 00:04:10.139 you can see the tool it was made with 76 00:04:10.880 --> 00:04:12.399 the extension 77 00:04:12.399 --> 00:04:16.239 and the game engine 78 00:04:16.239 --> 00:04:20.000 If you look, you can see that it is not only Unreal Engine but also EFN 79 00:04:20.000 --> 00:04:23.387 so that you can see the Fortnite editor version 80 00:04:23.760 --> 00:04:25.920 And you can see Unity 81 00:04:25.920 --> 00:04:27.881 This current Fab site 82 00:04:27.882 --> 00:04:29.203 is the Unity Asset Store 83 00:04:29.208 --> 00:04:31.794 Unity also has Marketplace 84 00:04:31.959 --> 00:04:34.640 That marketplace called the Asset Store 85 00:04:34.640 --> 00:04:36.760 is joined by this Fab 86 00:04:36.760 --> 00:04:42.534 so that you can buy assets in Unity at the same time 87 00:04:42.880 --> 00:04:43.399 It's amazing 88 00:04:43.399 --> 00:04:45.720 There's an item where you can decide the format 89 00:04:45.720 --> 00:04:47.265 Then, you can decide on the download size 90 00:04:47.266 --> 00:04:48.761 and price 91 00:04:48.761 --> 00:04:50.636 If you click and see 92 00:04:51.160 --> 00:04:56.572 there's a free version, you can click 93 00:04:56.945 --> 00:04:58.760 and get only the free version 94 00:04:58.760 --> 00:05:01.480 When working on an early project 95 00:05:01.480 --> 00:05:05.239 if you use free data like this 96 00:05:05.239 --> 00:05:07.880 to create a high-quality prototype 97 00:05:07.880 --> 00:05:12.760 you can simply use the prototype with high utilization and quality 98 00:05:12.760 --> 00:05:14.440 It's simple to purchase 99 00:05:14.440 --> 00:05:15.556 How can we utilize 100 00:05:17.229 --> 00:05:18.396 these features? 101 00:05:18.519 --> 00:05:21.200 Let's say we're browsing a modeling asset 102 00:05:21.200 --> 00:05:24.880 When you open it, you can view details about the asset 103 00:05:24.880 --> 00:05:26.104 On the right 104 00:05:26.106 --> 00:05:28.104 you'll find options for selecting its usage type 105 00:05:28.110 --> 00:05:29.738 By clicking License 106 00:05:30.194 --> 00:05:32.804 you can choose between personal or commercial use 107 00:05:32.809 --> 00:05:34.480 and the cost will vary accordingly 108 00:05:34.480 --> 00:05:37.799 You can select Personal Use and proceed directly to download 109 00:05:37.799 --> 00:05:42.099 Upon clicking, you'll be prompted to choose the desired file format 110 00:05:42.111 --> 00:05:43.200 for download 111 00:05:43.200 --> 00:05:45.519 You can get this format right here 112 00:05:45.519 --> 00:05:46.559 There are also these 113 00:05:46.559 --> 00:05:50.079 Alternatively, you can add the asset to your Library for later access 114 00:05:50.079 --> 00:05:53.239 So if you click on it 115 00:05:53.239 --> 00:05:58.160 you can then later select it from the Library and bring it back in 116 00:05:58.160 --> 00:06:00.000 There are also props like this 117 00:06:00.000 --> 00:06:02.044 And for example 118 00:06:02.045 --> 00:06:03.580 Under the Environment category 119 00:06:04.519 --> 00:06:07.600 let's take the Dynamic Heat Create Sample as an example 120 00:06:07.600 --> 00:06:10.640 You can download impressive environments like these 121 00:06:10.640 --> 00:06:12.103 When you click Download 122 00:06:12.422 --> 00:06:15.843 instead of receiving it as a generic 3D modeling format 123 00:06:16.239 --> 00:06:19.200 you'll see options specifically for Unreal Engine 124 00:06:19.200 --> 00:06:22.200 such as into an Unreal Engine project 125 00:06:22.200 --> 00:06:24.839 You can see this option pop up 126 00:06:24.839 --> 00:06:26.839 If you check these things 127 00:06:26.839 --> 00:06:31.799 and there are files that need to be installed in Unreal Engine 128 00:06:31.799 --> 00:06:36.160 click Add to My Library on the right 129 00:06:36.160 --> 00:06:39.000 to own them in your Library 130 00:06:39.000 --> 00:06:41.720 Once it's entered My Library 131 00:06:41.720 --> 00:06:43.760 the usage method is simple 132 00:06:43.760 --> 00:06:47.720 Once the View in Library button is available 133 00:06:47.720 --> 00:06:49.440 go to your Library 134 00:06:49.440 --> 00:06:51.519 When you go to My Library 135 00:06:51.519 --> 00:06:57.480 You'll see a list of all the assets you've purchased there 136 00:06:57.480 --> 00:07:00.142 For 3D models 137 00:07:00.143 --> 00:07:01.721 you can simply click 138 00:07:02.000 --> 00:07:04.079 to download the files 139 00:07:04.079 --> 00:07:06.795 directly in the desired format 140 00:07:08.640 --> 00:07:12.239 Similarly, you can access and use assets directly from your Library 141 00:07:12.239 --> 00:07:13.725 Especially in the case of environment 142 00:07:13.725 --> 00:07:17.000 like the Dynamic City we just saw 143 00:07:17.000 --> 00:07:22.351 assets that can be used in Unreal Engine 5 144 00:07:22.362 --> 00:07:24.119 cannot be downloaded right now 145 00:07:24.119 --> 00:07:26.480 So we have to use another method 146 00:07:26.480 --> 00:07:27.470 Here's how to proceed 147 00:07:27.470 --> 00:07:29.714 After confirming the assets in your Library 148 00:07:29.724 --> 00:07:32.679 on the website 149 00:07:32.679 --> 00:07:34.311 open the Launcher 150 00:07:34.920 --> 00:07:38.363 In the launcher, go to the third tab, Library 151 00:07:38.363 --> 00:07:39.815 In Library tab 152 00:07:39.816 --> 00:07:41.689 scroll down 153 00:07:41.689 --> 00:07:45.079 to find the Fab Library 154 00:07:45.079 --> 00:07:46.451 If the assets 155 00:07:46.452 --> 00:07:49.000 don't appear immediately 156 00:07:49.000 --> 00:07:50.867 perform a Refresh 157 00:07:52.320 --> 00:07:54.920 Once refreshed 158 00:07:54.920 --> 00:07:56.839 I chose other category 159 00:07:56.839 --> 00:08:00.205 make sure the Category is set to All and refresh 160 00:08:00.228 --> 00:08:03.760 then you'll see all the assets from your website library 161 00:08:03.760 --> 00:08:07.119 displayed directly in the launcher 162 00:08:07.119 --> 00:08:08.623 Let's try searching 163 00:08:09.040 --> 00:08:12.079 for the Dynamic City asset we just acquired 164 00:08:12.079 --> 00:08:17.679 When you search, you'll see Dynamic City in the results 165 00:08:17.679 --> 00:08:23.035 Clicking it redirects you to the website 166 00:08:25.279 --> 00:08:29.600 Using this asset is straightforward 167 00:08:29.600 --> 00:08:33.171 In this case, the option says Create Project 168 00:08:33.479 --> 00:08:34.955 This asset 169 00:08:35.179 --> 00:08:37.771 the one you just downloaded 170 00:08:37.774 --> 00:08:41.359 seems to be one that requires the creation of a project itself 171 00:08:41.359 --> 00:08:44.440 So, we're just going to create it as a new asset 172 00:08:44.440 --> 00:08:45.341 On the right side 173 00:08:45.342 --> 00:08:46.280 let's look at other options 174 00:08:46.280 --> 00:08:48.159 It says Add Project 175 00:08:48.159 --> 00:08:50.561 If it says Add or Install Engine 176 00:08:50.562 --> 00:08:51.985 things like these 177 00:08:52.400 --> 00:08:56.159 We should click on it and add it to the project we want 178 00:08:56.159 --> 00:08:57.757 In this case 179 00:08:57.758 --> 00:09:00.450 it might be the Level Design_VOD project 180 00:09:00.472 --> 00:09:05.479 Select the project, and once you click Add to Project 181 00:09:05.479 --> 00:09:09.131 the asset will be installed directly 182 00:09:09.440 --> 00:09:11.157 After adding the asset to a project 183 00:09:11.157 --> 00:09:15.267 you can use it by installing it directly in the project 184 00:09:15.283 --> 00:09:17.876 If the project has been added 185 00:09:18.679 --> 00:09:19.985 you can see that 186 00:09:20.240 --> 00:09:22.774 a new folder is created in your content browser 187 00:09:22.775 --> 00:09:24.919 in your folder 188 00:09:24.919 --> 00:09:30.559 and the assets we purchased are installed in that folder 189 00:09:30.559 --> 00:09:32.755 I would like to use this FAB 190 00:09:32.989 --> 00:09:37.919 to receive levels for learning the sequencer 191 00:09:37.919 --> 00:09:40.505 However, the assets we've been using 192 00:09:40.508 --> 00:09:43.173 are not yet available on Fab 193 00:09:43.880 --> 00:09:46.919 While they may be added over time 194 00:09:46.919 --> 00:09:50.110 the current learning materials 195 00:09:50.111 --> 00:09:51.657 can't be used 196 00:09:51.679 --> 00:09:57.000 To address this, we've uploaded the assets created 197 00:09:57.000 --> 00:10:00.080 during our course development to a GitHub repository 198 00:10:00.080 --> 00:10:03.858 For this session, we'll use the resources from the GitHub repository 199 00:10:03.859 --> 00:10:05.467 to learn about the Sequencer 200 00:10:05.469 --> 00:10:08.039 If you check the links in 201 00:10:08.040 --> 00:10:11.140 the exchange or video materials 202 00:10:11.140 --> 00:10:14.320 you'll find the GitHub repository 203 00:10:14.320 --> 00:10:17.919 You can download the Environment Pack 3 folder 204 00:10:17.919 --> 00:10:19.873 by clicking on the Code 205 00:10:19.874 --> 00:10:21.677 and selecting Download zip 206 00:10:21.960 --> 00:10:25.599 Please compress this folder and download it 207 00:10:25.599 --> 00:10:29.320 Once the download is complete, unzip it 208 00:10:29.320 --> 00:10:31.757 After extraction, you’ll see a folder 209 00:10:32.030 --> 00:10:34.224 named Environment Pack 3 210 00:10:34.224 --> 00:10:36.126 containing several subfolders 211 00:10:36.679 --> 00:10:38.599 There are several folders 212 00:10:38.599 --> 00:10:42.416 In this state, I will copy and paste the entire folder 213 00:10:42.417 --> 00:10:43.859 called Environment Pack 3 214 00:10:43.861 --> 00:10:45.357 I'm going to copy and paste it 215 00:10:45.358 --> 00:10:46.957 Where do I paste it? 216 00:10:46.976 --> 00:10:49.200 The project we're currently using 217 00:10:49.200 --> 00:10:53.112 In my case, I'm teaching using a project 218 00:10:53.352 --> 00:10:56.892 named LevelDesign_vod 219 00:10:56.892 --> 00:11:00.248 When you open this project folder 220 00:11:00.249 --> 00:11:01.603 you'll see several subfolders 221 00:11:01.606 --> 00:11:05.280 Among them, go to the Content folder 222 00:11:05.280 --> 00:11:08.280 Here, you'll find folders for the levels 223 00:11:08.280 --> 00:11:10.479 materials, and other assets 224 00:11:10.479 --> 00:11:11.133 Right here 225 00:11:11.427 --> 00:11:13.894 Paste it here 226 00:11:13.905 --> 00:11:17.960 Copy and paste Environment Pack 3 227 00:11:17.960 --> 00:11:22.799 If you copy and paste like this 228 00:11:22.799 --> 00:11:24.359 a folder will be created like this 229 00:11:24.359 --> 00:11:28.799 You can see that a folder like this has been created inside the content folder 230 00:11:28.799 --> 00:11:30.000 The path is very important 231 00:11:30.000 --> 00:11:32.919 Copy and paste directly under the Content folder 232 00:11:32.919 --> 00:11:36.493 After doing this, return to your project 233 00:11:36.519 --> 00:11:38.457 and in the Content Browser 234 00:11:38.457 --> 00:11:42.520 you'll see the Environment Pack 3 folder appear 235 00:11:42.520 --> 00:11:44.679 Then it's done right 236 00:11:44.679 --> 00:11:49.359 We'll use these assets for the Sequencer 237 00:11:49.359 --> 00:11:51.840 Inside, look for the Maps folder 238 00:11:51.840 --> 00:11:54.119 You'll find various maps within it 239 00:11:54.119 --> 00:11:59.239 and we'll use the DemoMap4 level for this session 240 00:11:59.239 --> 00:12:01.840 To get started 241 00:12:01.840 --> 00:12:04.840 go to File, New Level 242 00:12:04.840 --> 00:12:06.721 and select Empty Level 243 00:12:06.722 --> 00:12:09.761 to create a blank level 244 00:12:09.919 --> 00:12:12.954 Drag and drop 245 00:12:12.955 --> 00:12:15.470 the DemoMap4 level 246 00:12:15.490 --> 00:12:17.479 into the blank level we just created 247 00:12:17.479 --> 00:12:22.479 Initially, the level may appear as a gray checkered box 248 00:12:22.479 --> 00:12:24.440 However, after a short while 249 00:12:24.440 --> 00:12:26.455 the Shaders will compile 250 00:12:26.773 --> 00:12:29.220 and the assets will load properly 251 00:12:29.719 --> 00:12:31.719 This may have taken a while 252 00:12:31.719 --> 00:12:33.200 Once the compilation is complete 253 00:12:33.200 --> 00:12:34.296 you will see a very clean 254 00:12:34.703 --> 00:12:38.054 and nice level like this 255 00:12:38.559 --> 00:12:41.640 This asset is a map that was created 256 00:12:41.640 --> 00:12:47.400 while making a mobile game called Infinity Blade at Epic Games in the past 257 00:12:47.400 --> 00:12:51.960 That map has now been discontinued 258 00:12:51.960 --> 00:12:54.640 and all of its resources have been released 259 00:12:54.640 --> 00:12:56.479 You can use it freely 260 00:12:56.479 --> 00:12:58.119 Epic Games made these assets free to use 261 00:12:58.119 --> 00:13:01.211 enabling developers to incorporate them freely 262 00:13:01.624 --> 00:13:02.947 into their projects 263 00:13:02.951 --> 00:13:05.119 Their exceptionally high quality 264 00:13:05.119 --> 00:13:09.000 makes them a valuable resource for learning and development 265 00:13:09.000 --> 00:13:10.719 In this empty level 266 00:13:10.719 --> 00:13:15.478 we were using a map called Demo Map 4 from outside 267 00:13:15.482 --> 00:13:17.012 by drag and drop 268 00:13:17.012 --> 00:13:20.679 This process is called Streaming Level 269 00:13:20.679 --> 00:13:24.960 which means loading and using an external level within another level 270 00:13:24.960 --> 00:13:27.898 Since Unreal Engine 5 271 00:13:28.119 --> 00:13:31.777 this process has been renamed to Level Instance 272 00:13:32.280 --> 00:13:34.479 I think it would be better to think of it 273 00:13:34.479 --> 00:13:37.280 as something that used to be called Level Streaming 274 00:13:37.280 --> 00:13:38.679 but is now called Level Instance 275 00:13:38.679 --> 00:13:42.522 If you want to modify a Level Instance 276 00:13:42.960 --> 00:13:45.760 such as making changes to elements within the imported level 277 00:13:45.760 --> 00:13:49.447 For example, you can see that there's a light here right now 278 00:13:49.760 --> 00:13:53.039 This light that's currently in this DemoMap4 279 00:13:53.039 --> 00:13:55.159 which looks like a Directional Light 280 00:13:55.159 --> 00:13:58.000 is set to Stationary to me 281 00:13:58.000 --> 00:14:00.479 so it's not set to Movable 282 00:14:00.479 --> 00:14:03.119 which is why it looks like there's an error 283 00:14:03.119 --> 00:14:04.640 I want to fix this part 284 00:14:04.640 --> 00:14:06.280 So I want to click and edit it 285 00:14:06.280 --> 00:14:10.599 But actually, since I'm in a level instance called DemoMap4 286 00:14:10.599 --> 00:14:13.382 it's not going to be easy to 287 00:14:13.386 --> 00:14:14.950 actually go into this map 288 00:14:14.950 --> 00:14:16.793 and select it directly to edit it 289 00:14:17.321 --> 00:14:20.119 If you click on the level instance actor 290 00:14:20.119 --> 00:14:22.840 called DemoMap4 in the outliner 291 00:14:22.840 --> 00:14:25.640 you can see that there are various actors inside 292 00:14:25.640 --> 00:14:27.400 but they are all disabled 293 00:14:27.400 --> 00:14:28.679 This means that you can't change them 294 00:14:28.679 --> 00:14:30.000 You can't modify them 295 00:14:30.000 --> 00:14:31.960 To enable editing, go to the Details panel 296 00:14:31.960 --> 00:14:34.880 and locate the Level Edit section 297 00:14:34.880 --> 00:14:36.840 Click the Edit 298 00:14:36.840 --> 00:14:39.719 Once clicked, you'll see that the actors in the Level Instance become active 299 00:14:39.719 --> 00:14:43.799 In other words, you can think of it 300 00:14:43.799 --> 00:14:47.320 as you are currently in this level called DemoMap4 301 00:14:47.320 --> 00:14:50.973 So you can see that the level name above 302 00:14:51.200 --> 00:14:53.239 has also changed to green 303 00:14:53.239 --> 00:14:54.696 The middle button 304 00:14:54.697 --> 00:14:57.119 You can see that the button that says Exit is also activated 305 00:14:57.119 --> 00:15:00.159 In this case, we came in here 306 00:15:00.159 --> 00:15:02.759 In other words, you can think of it 307 00:15:03.280 --> 00:15:08.239 as coming directly into the asset below 308 00:15:08.239 --> 00:15:10.559 the level called DemoMap4 in our content browser 309 00:15:10.559 --> 00:15:13.430 So if you come in and select this light 310 00:15:13.840 --> 00:15:15.799 and change it to Movable 311 00:15:15.799 --> 00:15:18.719 you can see that the X mark disappears like this 312 00:15:18.719 --> 00:15:21.197 If you're done with this, Exit 313 00:15:21.218 --> 00:15:23.597 If you press the Exit button at the bottom 314 00:15:24.320 --> 00:15:27.159 to save this 315 00:15:27.159 --> 00:15:30.359 you can see that it's coming out well 316 00:15:30.359 --> 00:15:33.047 without the X mark 317 00:15:33.760 --> 00:15:37.171 And again, you can see that the object is disabled 318 00:15:37.799 --> 00:15:39.159 Let's close it again 319 00:15:39.159 --> 00:15:43.080 and then, on the level instance 320 00:15:43.080 --> 00:15:47.458 we will try a simple camera direction 321 00:15:47.458 --> 00:15:50.280 Let's learn about Sequencer 322 00:15:50.280 --> 00:15:51.761 Sequencer is 323 00:15:52.119 --> 00:15:54.359 when we normally play a game 324 00:15:54.359 --> 00:15:57.440 like the game opening or ending 325 00:15:57.440 --> 00:16:00.640 or to explain an important story 326 00:16:00.640 --> 00:16:05.039 suddenly, in the middle of playing, user cannot control 327 00:16:05.039 --> 00:16:08.046 and that the developer directed 328 00:16:08.048 --> 00:16:11.520 a video appears 329 00:16:11.520 --> 00:16:14.322 These are usually called Cut Scene 330 00:16:14.719 --> 00:16:17.039 Creating these Cut Scenes 331 00:16:17.039 --> 00:16:20.814 in Unreal Engine is done using the Sequencer 332 00:16:21.359 --> 00:16:25.829 In the past, when engine quality was not as advanced 333 00:16:26.080 --> 00:16:28.400 separate 3D assets were used 334 00:16:28.400 --> 00:16:31.799 for Cut Scenes and gameplay 335 00:16:31.799 --> 00:16:35.931 However, with Unreal Engine's current high-quality rendering capabilities 336 00:16:36.119 --> 00:16:37.484 in general videos 337 00:16:37.951 --> 00:16:40.585 movies, animations, advertisements 338 00:16:40.585 --> 00:16:44.200 and other genres, Sequencers 339 00:16:44.200 --> 00:16:48.119 create a lot of videos 340 00:16:48.119 --> 00:16:52.239 So these days, Sequencers are being used in many ways 341 00:16:52.239 --> 00:16:54.556 not just for Cut Scenes 342 00:16:54.799 --> 00:16:57.359 Then, let's look at the concept of a Sequencer 343 00:16:57.359 --> 00:16:59.885 Since a Sequencer is 344 00:17:00.165 --> 00:17:02.875 a function that creates Cut Scenes and other images 345 00:17:03.119 --> 00:17:06.839 it uses many concepts from filming 346 00:17:06.839 --> 00:17:10.640 So, it's a little easier to understand if you compare it to filming 347 00:17:10.640 --> 00:17:13.199 The terminology and concepts are almost similar 348 00:17:13.199 --> 00:17:17.680 So, if you look at it, the person who corresponds to a director is usually a developer 349 00:17:17.680 --> 00:17:21.079 The developer who directs the scene that directs the Sequencer will be the developer 350 00:17:21.079 --> 00:17:23.901 There's an actor called a Sequencer 351 00:17:24.359 --> 00:17:25.959 We will learn about the Sequencer 352 00:17:25.959 --> 00:17:27.119 This is an actor 353 00:17:27.119 --> 00:17:30.680 You can think of the Sequencer actor as a director 354 00:17:30.680 --> 00:17:33.079 The director has a scenario 355 00:17:33.079 --> 00:17:35.239 So, in the Sequencer, there's a scenario 356 00:17:35.239 --> 00:17:39.199 a scenario continuity, which we call a continuity 357 00:17:39.199 --> 00:17:44.719 The director and the scenario continuity are usually called Sequencer 358 00:17:44.719 --> 00:17:47.359 In that Sequencer, this camera 359 00:17:47.359 --> 00:17:49.067 Cine Camera Actor is 360 00:17:49.195 --> 00:17:53.445 used to shoot the video 361 00:17:53.448 --> 00:17:57.007 Then, in the movie, there's a location 362 00:17:57.319 --> 00:17:58.973 a place 363 00:17:59.280 --> 00:18:02.280 You can think of that place as a level 364 00:18:02.280 --> 00:18:04.301 You film the level with a camera 365 00:18:04.959 --> 00:18:08.463 And in a movie, there will be actors and props 366 00:18:09.199 --> 00:18:13.719 It would be good to think of all those as actors in Unreal Engine 367 00:18:13.719 --> 00:18:17.959 Right now, we have a lot of actors on one level 368 00:18:17.959 --> 00:18:20.239 There, the player moves 369 00:18:20.239 --> 00:18:21.839 and the props move 370 00:18:21.839 --> 00:18:23.920 The process of moving all these actors 371 00:18:23.920 --> 00:18:27.040 and filming all of them with a camera 372 00:18:27.040 --> 00:18:32.280 is filmed by the director according to the scenario storyboard 373 00:18:32.280 --> 00:18:36.297 I think it would be good to think of this concept as the concept of a Sequence 374 00:18:36.297 --> 00:18:39.885 Cinematic Direction Using Camera Work 375 00:18:40.302 --> 00:18:42.172 So, in this level 376 00:18:42.172 --> 00:18:42.990 which is made up of actors 377 00:18:42.991 --> 00:18:44.400 and various props 378 00:18:44.405 --> 00:18:46.959 we're going to do 379 00:18:46.959 --> 00:18:48.665 with the first camera work, we're going to do a scene 380 00:18:48.666 --> 00:18:51.601 where we can look around the entire map in one go 381 00:18:51.617 --> 00:18:53.073 I'll do that kind of directing 382 00:18:53.319 --> 00:18:55.174 And then I'll bring in an actor 383 00:18:55.607 --> 00:18:57.607 in the second scene 384 00:18:57.857 --> 00:18:58.572 Enemy 385 00:18:58.585 --> 00:19:01.921 I will try to compose a second scene 386 00:19:01.921 --> 00:19:03.880 where the enemy, who becomes a monster 387 00:19:03.880 --> 00:19:05.751 comes out like this, roars once 388 00:19:05.752 --> 00:19:08.706 and says, "I'm here" 389 00:19:08.920 --> 00:19:10.819 The first is here 390 00:19:10.820 --> 00:19:13.246 A scene where the character comes in 391 00:19:13.246 --> 00:19:15.544 A scene where we take a quick look here 392 00:19:15.545 --> 00:19:17.067 and a quick look at the map 393 00:19:17.400 --> 00:19:22.151 The second scene is where the monster appears and focuses on the monster 394 00:19:22.599 --> 00:19:25.024 I'm going to plan the storyboard 395 00:19:25.025 --> 00:19:28.117 and proceed with these two scenes 396 00:19:28.239 --> 00:19:31.079 First, let's set up the camera 397 00:19:31.079 --> 00:19:33.199 Let's go like this for the camera 398 00:19:33.199 --> 00:19:36.880 The camera will start here and go like this 399 00:19:36.880 --> 00:19:39.535 then rotate like this 400 00:19:41.160 --> 00:19:43.728 so we can see the whole thing 401 00:19:44.089 --> 00:19:45.362 at once 402 00:19:45.363 --> 00:19:48.050 Then, let's start by creating a Sequencer 403 00:19:48.560 --> 00:19:52.520 There will be a slate icon at the top of this Editor 404 00:19:52.520 --> 00:19:54.922 This is related to the Sequencer 405 00:19:55.088 --> 00:19:56.520 Click on the Sequencer 406 00:19:56.520 --> 00:20:01.000 If you click on the second item called add level sequence with shot 407 00:20:01.000 --> 00:20:05.119 you will see settings for which scene to shoot 408 00:20:05.119 --> 00:20:07.599 So the name is Sequence 409 00:20:07.599 --> 00:20:10.000 this is simply My Sequence 410 00:20:10.000 --> 00:20:12.520 you can think of this as the name of the video 411 00:20:12.520 --> 00:20:15.358 We're going to shoot a video with the name My Sequence 412 00:20:15.358 --> 00:20:16.651 Check it 413 00:20:17.040 --> 00:20:20.079 Then there's the root path 414 00:20:20.079 --> 00:20:21.959 And we'll leave this as the default 415 00:20:21.959 --> 00:20:23.880 and there's an item called Number Of Shots 416 00:20:23.880 --> 00:20:26.040 I'll make the Number Of Shots two 417 00:20:26.040 --> 00:20:30.372 We will divide it into one scene where we look at the entire level with the camera 418 00:20:30.560 --> 00:20:32.613 and then a second shot 419 00:20:32.839 --> 00:20:36.800 where we focus on the monster when it appears 420 00:20:36.800 --> 00:20:40.520 We'll divide it into these two shots and use them 421 00:20:40.520 --> 00:20:44.479 And below that, you can see the time for each shot 422 00:20:44.479 --> 00:20:47.329 It's currently set to 5 seconds 423 00:20:48.239 --> 00:20:50.286 If you scroll down 424 00:20:50.512 --> 00:20:52.188 I think it should be around this much 425 00:20:52.728 --> 00:20:54.280 Set it like this 426 00:20:54.280 --> 00:20:57.959 and click Create Level Sequence with Shorts at the bottom 427 00:20:57.959 --> 00:21:01.599 Then you'll see that the overall layout has changed a bit 428 00:21:01.599 --> 00:21:04.359 You can see it created like this in the outliner 429 00:21:04.359 --> 00:21:06.640 Let's put this demo map aside for now 430 00:21:06.640 --> 00:21:08.526 I think it'll be a little more convenient 431 00:21:09.239 --> 00:21:15.218 And at the bottom, you can see that a panel called Sequencer has been created 432 00:21:15.454 --> 00:21:16.123 Done 433 00:21:17.034 --> 00:21:18.034 And if you look 434 00:21:18.644 --> 00:21:21.285 the Sequencer is like this 435 00:21:21.286 --> 00:21:23.253 a shot that you can think of as the entire film 436 00:21:23.259 --> 00:21:25.119 And if you look on the right 437 00:21:25.640 --> 00:21:28.400 you can see that the number of time frames flows like this 438 00:21:28.400 --> 00:21:31.560 like After Effects or Premiere 439 00:21:31.560 --> 00:21:34.442 Time flows from left to right 440 00:21:35.119 --> 00:21:38.880 And if you look here, you can see it's divided into two 441 00:21:38.880 --> 00:21:40.839 This means shots 442 00:21:40.839 --> 00:21:42.880 Shot 1, Shot 2 443 00:21:42.880 --> 00:21:46.280 So, if you look closely on the left 444 00:21:46.280 --> 00:21:48.586 you can see that the names of the shots are written 445 00:21:48.869 --> 00:21:51.751 as Shot001, and on the right, Shot002 446 00:21:51.761 --> 00:21:55.959 You can also double-click on each shot to go into it 447 00:21:55.959 --> 00:21:56.784 Like this 448 00:21:57.680 --> 00:22:02.027 Then, you can set the details within that shot 449 00:22:02.520 --> 00:22:06.395 Right now, if you look, you can see that an actor called CineCamera Actor 1 450 00:22:07.479 --> 00:22:10.880 was automatically created within the first shot 451 00:22:10.880 --> 00:22:12.495 If you go back to the root 452 00:22:12.496 --> 00:22:14.650 you can see the path at the top right 453 00:22:15.000 --> 00:22:19.319 If you double-click on Shot001 at the top right, you'll enter 454 00:22:19.719 --> 00:22:22.800 If you click on My Sequence Root above 455 00:22:22.800 --> 00:22:25.127 the two shots, like before, will be combined 456 00:22:25.128 --> 00:22:27.329 into a full film 457 00:22:27.479 --> 00:22:29.839 Here, if you double-click 458 00:22:29.839 --> 00:22:31.916 and double-click and enter the second shot 459 00:22:32.024 --> 00:22:32.921 like this 460 00:22:33.043 --> 00:22:35.212 The cine camera actor 461 00:22:35.378 --> 00:22:38.185 enters like this in the second shot 462 00:22:38.491 --> 00:22:41.160 But if you look now, you can see that it is disabled 463 00:22:41.160 --> 00:22:43.504 This is because if you look at the entire shot 464 00:22:43.504 --> 00:22:47.316 and click on My Sequence to view the entire film 465 00:22:48.439 --> 00:22:50.264 you can see a marker here 466 00:22:50.564 --> 00:22:56.719 This marker is checking the current frame 467 00:22:56.719 --> 00:23:01.119 Since the marker was in shot 001 468 00:23:01.119 --> 00:23:05.695 you can see that 002 is currently disabled 469 00:23:06.000 --> 00:23:07.839 If you come back and double-click shot 1 470 00:23:07.839 --> 00:23:10.128 you can see it is active like this 471 00:23:10.328 --> 00:23:12.155 Right now, this marker 472 00:23:12.821 --> 00:23:16.807 is showing the scene of frame 001 473 00:23:17.119 --> 00:23:18.800 Think of it like this 474 00:23:18.800 --> 00:23:22.239 Then, let's create one from the first shot 475 00:23:22.239 --> 00:23:25.190 Here, we will create something 476 00:23:25.640 --> 00:23:28.839 that moves like this using a camera 477 00:23:28.839 --> 00:23:31.915 If you look inside this shot right now 478 00:23:31.916 --> 00:23:33.546 double-click to go inside 479 00:23:33.839 --> 00:23:40.617 When you go in, you can see a new camera called the Cine Camera Actor has been created 480 00:23:40.959 --> 00:23:43.760 Unlike the cameras we used before 481 00:23:43.760 --> 00:23:50.239 the Sequencer automatically registers a dedicated camera for the Sequencer 482 00:23:50.239 --> 00:23:54.056 so we use that camera to shoot the cine 483 00:23:54.400 --> 00:23:56.348 So if you look at it like this 484 00:23:56.883 --> 00:23:58.821 you can see it like this with that camera 485 00:23:59.119 --> 00:24:01.469 If you select the camera actor on the right 486 00:24:02.491 --> 00:24:06.621 a preview window with the camera actor selected will appear 487 00:24:07.359 --> 00:24:09.560 If you look to the right now 488 00:24:09.760 --> 00:24:10.949 It's here 489 00:24:11.239 --> 00:24:16.043 You can see that the CineCamera actor is automatically there 490 00:24:17.079 --> 00:24:18.897 I will create a scene 491 00:24:20.040 --> 00:24:22.791 where it moves from this location 492 00:24:23.800 --> 00:24:26.920 to this side and sweeps 493 00:24:26.920 --> 00:24:29.220 the entire vent 494 00:24:29.479 --> 00:24:34.040 To do that, it would be good to select the camera and move it 495 00:24:34.040 --> 00:24:34.896 but I'm going to select it 496 00:24:36.011 --> 00:24:38.230 move it, and rotate it 497 00:24:39.330 --> 00:24:40.280 Rotate 498 00:24:40.280 --> 00:24:43.970 and use this camera preview like this, it would be nice 499 00:24:44.199 --> 00:24:45.363 It's a bit inconvenient 500 00:24:46.359 --> 00:24:49.400 So, let's split this viewport a little bit 501 00:24:49.400 --> 00:24:51.004 I'm going to adjust the layout a little bit 502 00:24:51.459 --> 00:24:53.560 Click the 3 lines at the top 503 00:24:53.560 --> 00:24:58.760 Then click the Two Panes in the layout 504 00:24:58.760 --> 00:25:00.479 and it's divided into two 505 00:25:00.479 --> 00:25:01.966 I'm going to click the top of the frame 506 00:25:03.014 --> 00:25:08.211 on the left and click on the CineCamera Actor 0 507 00:25:08.211 --> 00:25:09.741 Like this 508 00:25:09.742 --> 00:25:14.113 Then, I will click on the CineCamera Viewport below 509 00:25:15.708 --> 00:25:21.719 and try to do this so that the CineCamera 510 00:25:21.719 --> 00:25:23.951 shines like this 511 00:25:24.800 --> 00:25:25.691 Like this 512 00:25:26.185 --> 00:25:28.444 On the right is the way to work 513 00:25:28.444 --> 00:25:31.199 Then, on the left is the camera 514 00:25:31.199 --> 00:25:35.757 You can check the view of the camera that we are going to work with 515 00:25:36.000 --> 00:25:39.599 However, it tends to come out a little dark 516 00:25:39.599 --> 00:25:42.520 At that time, click the Show button 517 00:25:42.520 --> 00:25:45.880 and click Use Defaults to change it to the default setting 518 00:25:45.880 --> 00:25:47.520 I will change it to the default setting 519 00:25:47.520 --> 00:25:50.839 Then, on the right, it will say Real-time Off 520 00:25:50.839 --> 00:25:53.040 If you click on it, it will change to Real-time On 521 00:25:53.236 --> 00:25:54.359 and the button will disappear 522 00:25:54.359 --> 00:25:56.202 Or, if you click on these three lines 523 00:25:56.466 --> 00:25:58.697 and check in Realtime 524 00:25:58.710 --> 00:26:02.880 you can check the values ​​that have been changed 525 00:26:02.880 --> 00:26:04.599 If you look at it in this prepared state 526 00:26:04.640 --> 00:26:08.242 select the camera here 527 00:26:08.439 --> 00:26:10.643 and move it like this 528 00:26:11.239 --> 00:26:13.583 You can work while 529 00:26:14.139 --> 00:26:16.532 looking at the screen composition 530 00:26:16.542 --> 00:26:20.599 with the camera directly on the left 531 00:26:20.599 --> 00:26:21.928 I'll turn this off 532 00:26:22.263 --> 00:26:23.179 like this 533 00:26:23.698 --> 00:26:25.517 You can do it like this 534 00:26:27.760 --> 00:26:29.599 In this state, let's try 535 00:26:29.599 --> 00:26:33.164 going from here to here 536 00:26:33.394 --> 00:26:34.377 First 537 00:26:35.281 --> 00:26:38.397 in this Sequencer panel at the bottom 538 00:26:38.408 --> 00:26:41.359 move the marker to the very front 539 00:26:41.359 --> 00:26:46.319 If you make a mistake and this marker falls slightly like this, it'll break 540 00:26:46.319 --> 00:26:47.839 You can see that it's deactivated 541 00:26:47.839 --> 00:26:49.640 This is because 542 00:26:49.640 --> 00:26:55.439 if you look at the Cine Camera Actor we've created right now 543 00:26:55.439 --> 00:26:57.520 you can see a lightning bolt 544 00:26:57.520 --> 00:26:58.433 A lightning bolt 545 00:26:58.774 --> 00:27:00.438 This lightning bolt is an indicator 546 00:27:00.640 --> 00:27:02.599 that it's a Spawnable actor 547 00:27:02.599 --> 00:27:08.280 So, it's a spawnable actor indicator that tells you 548 00:27:08.280 --> 00:27:11.361 that this actor is only active in shot 001 549 00:27:11.680 --> 00:27:15.505 So if you look at it, if the marker is inside, it doesn't matter 550 00:27:15.760 --> 00:27:17.766 Still, if this marker follows outside 551 00:27:18.239 --> 00:27:22.079 in other words, if it's outside 001 552 00:27:22.079 --> 00:27:25.633 the cine camera actor exists only inside 553 00:27:25.920 --> 00:27:27.119 because there is no space outside 554 00:27:27.119 --> 00:27:30.560 so it becomes inactive 555 00:27:30.560 --> 00:27:35.319 The scene that we adjusted to the cine camera disappears 556 00:27:35.319 --> 00:27:36.647 You lose it 557 00:27:37.040 --> 00:27:39.174 In that case, there's nothing you can do 558 00:27:39.439 --> 00:27:41.983 Re-align and re-set 559 00:27:42.439 --> 00:27:44.653 You can do this by adjusting the cine camera actor material 560 00:27:45.043 --> 00:27:47.280 and going back and forth 561 00:27:47.280 --> 00:27:50.391 or you can carefully move the marker back and forth 562 00:27:50.800 --> 00:27:54.040 To do this, rather than moving the marker back and forth like this 563 00:27:54.040 --> 00:27:56.839 it's a good idea to use this button 564 00:27:56.839 --> 00:27:59.280 so that if you click on these two fronts here 565 00:27:59.280 --> 00:28:01.920 the marker will automatically move forward 566 00:28:01.920 --> 00:28:03.044 If you put it in this position 567 00:28:03.044 --> 00:28:05.449 and fix it to this position 568 00:28:06.239 --> 00:28:09.138 on this frame where the marker is 569 00:28:09.560 --> 00:28:12.319 f you look at the location value of Transform 570 00:28:12.319 --> 00:28:15.048 you'll see a diamond mark on the right 571 00:28:15.359 --> 00:28:17.611 If you click on this diamond mark 572 00:28:18.040 --> 00:28:21.280 it will be activated like this 573 00:28:21.280 --> 00:28:26.400 If you look at the Sequencer panel, you will see that a marker 574 00:28:26.400 --> 00:28:30.199 has been created in the Transform section at the bottom 575 00:28:30.199 --> 00:28:31.439 It is printed here 576 00:28:31.439 --> 00:28:37.760 This marker means that information about the current location 577 00:28:37.760 --> 00:28:39.018 has been recorded 578 00:28:40.199 --> 00:28:43.239 And if you go to the side like this 579 00:28:43.239 --> 00:28:45.680 When you go there 580 00:28:45.680 --> 00:28:47.319 I don't know which frame this is 581 00:28:47.319 --> 00:28:49.018 I think it would be easier to do it in seconds 582 00:28:49.400 --> 00:28:51.803 So click on Frame 30 above 583 00:28:52.479 --> 00:28:55.619 I'll change it to Seconds by clicking Show Time As 584 00:28:55.623 --> 00:28:58.162 Then, you can see that it changes in seconds above 585 00:28:58.560 --> 00:29:00.117 So 586 00:29:00.117 --> 00:29:02.600 at around 2 seconds 587 00:29:03.199 --> 00:29:07.319 I'll say, "I want this camera to be here" 588 00:29:07.319 --> 00:29:09.199 Let's go with this 589 00:29:09.199 --> 00:29:10.133 Good 590 00:29:10.599 --> 00:29:15.400 Let's set the marker at the 2-second mark 591 00:29:15.400 --> 00:29:19.000 nd then move the camera to an appropriate location 592 00:29:19.000 --> 00:29:20.560 like I want it to be here 593 00:29:20.560 --> 00:29:25.479 Then, if you click the marker value in the location value again 594 00:29:25.479 --> 00:29:26.648 you can see that it's recorded and connected with a line like this 595 00:29:27.688 --> 00:29:31.198 You can see that it's recorded and connected with a line 596 00:29:31.471 --> 00:29:34.469 So, if you move the marker like this 597 00:29:34.792 --> 00:29:38.209 you can see that the camera moves naturally like this 598 00:29:39.494 --> 00:29:41.040 Let's go to Infront and play it 599 00:29:41.040 --> 00:29:42.239 If you play it 600 00:29:42.239 --> 00:29:45.470 you can see it moves naturally like this 601 00:29:46.839 --> 00:29:49.199 This is the basic camera working configuration 602 00:29:49.199 --> 00:29:52.983 This is simply animating the level Sequence 603 00:29:54.308 --> 00:29:57.000 For now, I've created a camera work 604 00:29:57.000 --> 00:29:59.805 by animating the camera 605 00:30:00.239 --> 00:30:04.119 Basically, I've tried directing it simply through a camera work 606 00:30:04.772 --> 00:30:08.743 Let's apply a key frame in the Sequencer 607 00:30:09.220 --> 00:30:11.599 if you know how to take it in the Sequencer 608 00:30:11.599 --> 00:30:14.452 Let's try applying a camera work 609 00:30:15.000 --> 00:30:17.387 The camera will be here right now 610 00:30:17.719 --> 00:30:20.419 This time, as it circles 611 00:30:20.696 --> 00:30:21.956 circles around 612 00:30:23.148 --> 00:30:25.920 centered around the entrance where the character comes in 613 00:30:25.920 --> 00:30:28.558 To be exact, we're going to make it 614 00:30:28.880 --> 00:30:32.880 so that you can look at the whole thing 615 00:30:32.880 --> 00:30:35.599 by rotating it around 616 00:30:35.599 --> 00:30:37.359 starting from this point where the character starts 617 00:30:37.359 --> 00:30:40.359 this actor where the character starts 618 00:30:40.359 --> 00:30:44.000 So normally, you could move the camera little by little to take a key 619 00:30:44.000 --> 00:30:46.494 move it a little bit to shoot key 620 00:30:46.579 --> 00:30:50.400 In movies, they often use a method 621 00:30:50.400 --> 00:30:51.733 of taking pictures 622 00:30:51.733 --> 00:30:55.788 by placing the camera on a track 623 00:30:55.803 --> 00:30:58.577 to create a rail and moving the camera along the rail 624 00:30:59.199 --> 00:31:03.000 Let's make a rail, a cart that moves the rail 625 00:31:03.000 --> 00:31:07.359 and a camera on top of the cart so that it can move 626 00:31:07.359 --> 00:31:10.520 So, let's make it so we can create 627 00:31:10.520 --> 00:31:12.000 a natural camera path 628 00:31:12.000 --> 00:31:15.680 First, we'll need a Camera Rig Rail 629 00:31:15.680 --> 00:31:18.199 So after placing the marker at the second 630 00:31:18.199 --> 00:31:22.319 2 seconds later, we'll make this camera move along the rail 631 00:31:22.319 --> 00:31:24.158 so let's get the rail 632 00:31:24.560 --> 00:31:27.280 For the rail, in the Place Actor 633 00:31:27.280 --> 00:31:30.079 among the fourth cinematic items 634 00:31:30.079 --> 00:31:33.439 there's an actor called the second Camera Rig Rail 635 00:31:33.439 --> 00:31:35.199 We can use this actor 636 00:31:35.199 --> 00:31:38.588 Let's get this actor by drag and drop 637 00:31:39.555 --> 00:31:42.520 If you go down here and bring it back like this 638 00:31:43.599 --> 00:31:46.199 a rail like this will be created 639 00:31:46.199 --> 00:31:49.448 This rail might be visible 640 00:31:49.966 --> 00:31:51.605 if you look at the center exactly 641 00:31:51.606 --> 00:31:53.854 but let's hide the grid for now 642 00:31:55.280 --> 00:31:57.143 Click on the grid 643 00:31:58.980 --> 00:32:00.946 and if you skip the complicated grid 644 00:32:01.800 --> 00:32:04.040 and click on this rig rail actor 645 00:32:04.040 --> 00:32:06.439 there is a white line in the middle 646 00:32:06.439 --> 00:32:08.560 In fact, you can think of this rail 647 00:32:08.560 --> 00:32:12.319 as being visualized along this line 648 00:32:12.319 --> 00:32:14.160 So, this modeling data 649 00:32:14.160 --> 00:32:16.119 is just modeling data 650 00:32:16.119 --> 00:32:19.719 that we've visualized to make it easier for us to work 651 00:32:19.719 --> 00:32:23.640 and in reality, you can think of it as the data 652 00:32:23.640 --> 00:32:26.599 moving based on this white line 653 00:32:26.599 --> 00:32:29.599 So, if you look at it, you can click on the square point 654 00:32:29.599 --> 00:32:32.521 at the end of the white line in the middle 655 00:32:32.829 --> 00:32:35.026 and move it like this 656 00:32:35.359 --> 00:32:37.160 Likewise, there's a small dot 657 00:32:37.160 --> 00:32:39.199 hidden at the end 658 00:32:39.199 --> 00:32:42.599 If you select this point, you can move it like this 659 00:32:42.599 --> 00:32:45.000 And if you select this point 660 00:32:45.000 --> 00:32:47.217 and move it like this, it can grow more 661 00:32:47.703 --> 00:32:48.800 You can also rotate it 662 00:32:48.800 --> 00:32:52.280 Since you can rotate it, you can create a curve like this 663 00:32:52.280 --> 00:32:55.400 Then, we can call each of these special points 664 00:32:55.400 --> 00:32:57.239 Point 665 00:32:57.239 --> 00:32:59.280 By controlling the points 666 00:32:59.280 --> 00:33:03.199 we can set the shape of the camera rig rail 667 00:33:03.199 --> 00:33:06.629 In other words, that shape will be the path that the camera will move 668 00:33:07.359 --> 00:33:08.870 The starting point is this part 669 00:33:08.871 --> 00:33:09.362 The back 670 00:33:09.362 --> 00:33:11.560 This part with the square plate spline 671 00:33:11.560 --> 00:33:13.800 is the starting point 672 00:33:14.644 --> 00:33:18.641 and this currently selected point is the endpoint 673 00:33:18.839 --> 00:33:20.319 So we did the opposite 674 00:33:20.319 --> 00:33:23.680 We have to put the starting point here and the endpoint in the back 675 00:33:23.680 --> 00:33:25.324 so first 676 00:33:25.429 --> 00:33:33.675 we select the actor in the middle of this camera rig rail and rotate it 677 00:33:34.439 --> 00:33:36.640 I didn't select a point 678 00:33:36.640 --> 00:33:39.560 but I selected the entire spline 679 00:33:39.560 --> 00:33:41.292 I just selected the actor 680 00:33:41.719 --> 00:33:43.220 I'm going to move it like this 681 00:33:45.119 --> 00:33:49.160 Then, click on the point at the back 682 00:33:49.160 --> 00:33:50.839 Click again 683 00:33:50.839 --> 00:33:55.573 I'm going to rotate it 684 00:33:59.548 --> 00:34:01.369 and move it like this 685 00:34:01.959 --> 00:34:06.084 It's a little narrow, so I will shrink it like this and use it widely 686 00:34:08.199 --> 00:34:11.679 If I do this and rotate it like this 687 00:34:13.007 --> 00:34:14.523 a curve will come out 688 00:34:14.840 --> 00:34:18.159 but it will end up too short 689 00:34:18.422 --> 00:34:25.026 When that happens, you'll see lines sticking out on both sides of this point 690 00:34:25.613 --> 00:34:27.439 These lines are called Handle 691 00:34:27.439 --> 00:34:28.597 It's called a Handle 692 00:34:28.778 --> 00:34:32.533 and if you grab both sides and move it 693 00:34:32.679 --> 00:34:36.764 it's the same as grabbing this center point and rotating it 694 00:34:36.769 --> 00:34:38.650 And the interesting thing is that 695 00:34:38.658 --> 00:34:41.665 you can also extend this point 696 00:34:41.665 --> 00:34:46.360 Then, you can adjust the curve that's being bent like this 697 00:34:46.360 --> 00:34:47.236 Like this 698 00:34:48.428 --> 00:34:49.079 Like this 699 00:34:50.452 --> 00:34:52.304 The starting point is the same 700 00:34:52.310 --> 00:34:53.542 Select the starting point 701 00:34:54.224 --> 00:34:55.224 rotate it 702 00:34:57.509 --> 00:35:00.405 and you'll get a curve like this 703 00:35:01.320 --> 00:35:05.418 Then, let's move this point 704 00:35:06.520 --> 00:35:09.004 and create a large curve 705 00:35:09.012 --> 00:35:09.797 Like this 706 00:35:11.444 --> 00:35:14.560 make the handle this long to create a curve 707 00:35:14.600 --> 00:35:17.000 and I think I need one more point here 708 00:35:17.000 --> 00:35:19.761 So I click on the point at the end and right-click 709 00:35:20.766 --> 00:35:23.360 Select Duplicate Spline Point 710 00:35:23.360 --> 00:35:24.928 Then, it will be duplicated 711 00:35:24.929 --> 00:35:25.929 Click 712 00:35:26.080 --> 00:35:28.840 Then, the point will not change 713 00:35:28.840 --> 00:35:30.919 but you can see that a rail is created 714 00:35:30.919 --> 00:35:32.896 If you move the point in this state 715 00:35:32.896 --> 00:35:36.414 one of them will be duplicated and moved 716 00:35:36.822 --> 00:35:38.907 This is the point that we duplicated 717 00:35:40.496 --> 00:35:46.808 Likewise, you can create the points in this way 718 00:35:48.262 --> 00:35:53.676 I think I can make the overall curve like this 719 00:35:54.570 --> 00:35:56.379 I'll raise it a bit more 720 00:35:57.840 --> 00:36:00.600 As it goes up more and more, a rail should be formed 721 00:36:00.600 --> 00:36:03.780 so that the camera can go up like this and progress 722 00:36:04.520 --> 00:36:05.962 In this case 723 00:36:06.758 --> 00:36:09.488 I'll rotate it 724 00:36:12.078 --> 00:36:13.035 and raise it more 725 00:36:13.036 --> 00:36:14.566 Raise it a bit 726 00:36:15.000 --> 00:36:17.551 and raise the one behind it and the last one 727 00:36:19.965 --> 00:36:20.954 Done 728 00:36:20.955 --> 00:36:22.438 Duplicate it once more 729 00:36:22.679 --> 00:36:28.682 right-click it, and move Duplicate Spline Point 730 00:36:29.587 --> 00:36:30.538 Move 731 00:36:32.007 --> 00:36:33.434 Move again 732 00:36:35.763 --> 00:36:37.318 Rotate it again 733 00:36:38.301 --> 00:36:39.301 Like this 734 00:36:40.783 --> 00:36:47.549 I made a simple rail like this 735 00:36:48.000 --> 00:36:50.163 I think I need to make this camera rig rail 736 00:36:50.598 --> 00:36:56.159 a spawnable actor so it can only be used in this shot 737 00:36:56.479 --> 00:36:59.883 That means it should have a lightning bolt 738 00:36:59.884 --> 00:37:01.779 like a Cine Camera Actor on the Outliner 739 00:37:02.360 --> 00:37:03.409 To do that 740 00:37:03.562 --> 00:37:06.125 right-click while selecting 741 00:37:06.125 --> 00:37:09.956 the camera rig rail registered in this sequencer 742 00:37:10.639 --> 00:37:15.272 Then, there is an item called Convert to Spawnable at the top 743 00:37:16.120 --> 00:37:18.966 If you select this 744 00:37:19.596 --> 00:37:23.886 you can see that the camera rig rail has a lightning bolt checked 745 00:37:23.892 --> 00:37:24.736 Right? 746 00:37:25.007 --> 00:37:28.172 You can also see the lightning bolt checked on the Outliner 747 00:37:28.173 --> 00:37:29.959 Then, it has been registered 748 00:37:29.959 --> 00:37:33.040 As this progresses, the preview on the left is also released 749 00:37:33.040 --> 00:37:37.225 I will adjust this again with the Cine Camera Actor 750 00:37:37.225 --> 00:37:38.326 Done 751 00:37:38.327 --> 00:37:40.843 Then, we will apply the Cine Camera Actor 752 00:37:40.843 --> 00:37:44.000 to the camera rig rail 753 00:37:44.040 --> 00:37:45.320 The concept is like this 754 00:37:45.320 --> 00:37:49.320 If you look now, a plate like this is on the camera rig rail 755 00:37:49.320 --> 00:37:51.639 This represents the current position 756 00:37:51.639 --> 00:37:53.915 The plate moves all the way 757 00:37:54.263 --> 00:37:55.652 The plate moves 758 00:37:56.651 --> 00:37:59.760 If you look in the details window, there is an item called Current Position on Rail 759 00:37:59.760 --> 00:38:01.881 which is currently 0 760 00:38:02.120 --> 00:38:04.399 I will gradually increase this value 761 00:38:04.399 --> 00:38:07.120 If you increase it like this 762 00:38:07.120 --> 00:38:10.639 you can see the plate move like this 763 00:38:10.639 --> 00:38:12.952 Moving all the way 764 00:38:14.335 --> 00:38:20.080 you can see that when this rail becomes 1, it goes to the end 765 00:38:20.080 --> 00:38:23.959 In other words, the starting point is 0 766 00:38:23.959 --> 00:38:28.719 and the very last point is 1 767 00:38:28.719 --> 00:38:30.399 It means 100% 768 00:38:30.399 --> 00:38:34.239 So as a result, as this square plate moves 769 00:38:34.239 --> 00:38:35.879 when this plate moves 770 00:38:35.879 --> 00:38:38.581 the camera is placed on this 771 00:38:38.748 --> 00:38:40.760 and registered 772 00:38:40.760 --> 00:38:45.560 as it moves, and as this plate moves 773 00:38:45.560 --> 00:38:50.760 the camera naturally moves and films 774 00:38:50.760 --> 00:38:53.450 According to time 775 00:38:53.661 --> 00:38:56.013 this plate is 0 at 2 seconds 776 00:38:56.413 --> 00:39:00.919 and we want to go from 4.5 seconds to 4.7 seconds 777 00:39:00.919 --> 00:39:01.965 Until 4.7 seconds 778 00:39:01.966 --> 00:39:04.638 not all the way, but until 4.7 seconds 779 00:39:04.638 --> 00:39:07.000 it goes from 0 at 2 seconds 780 00:39:07.000 --> 00:39:09.556 to 1 as it moves to 4.7 seconds 781 00:39:09.903 --> 00:39:13.479 so we want to adjust it to become 1 782 00:39:13.479 --> 00:39:14.919 So that it can move like this 783 00:39:14.919 --> 00:39:19.560 at 2 seconds, set this CurrentPositionOnLay 784 00:39:19.560 --> 00:39:23.520 to 0 and take a shot 785 00:39:23.520 --> 00:39:27.120 Click AddKeyFrame on the right 786 00:39:27.120 --> 00:39:30.608 Then, a track called CurrentPositionLay is created 787 00:39:30.623 --> 00:39:32.600 and the key value is registered 788 00:39:32.600 --> 00:39:36.679 If you move the marker back to 4.7 seconds 789 00:39:36.679 --> 00:39:41.360 and set CurrentPositionOnLay to 1 790 00:39:41.360 --> 00:39:43.840 when you click AddKeyFrame 791 00:39:43.840 --> 00:39:47.059 a line like this will appear 792 00:39:47.984 --> 00:39:51.826 and you can see this plate moving 793 00:39:52.099 --> 00:39:55.736 from 2 seconds to 4.7 seconds 794 00:39:57.604 --> 00:39:58.604 Next 795 00:39:59.173 --> 00:40:04.321 This time, we need to put this camera on this Camera Rig Rail 796 00:40:04.329 --> 00:40:06.287 So up to here 797 00:40:06.288 --> 00:40:08.621 By 2 seconds, it's here 798 00:40:08.628 --> 00:40:10.614 so from the next frame 799 00:40:10.615 --> 00:40:12.778 let's say, "Get on here," 800 00:40:12.957 --> 00:40:17.564 so put a marker 801 00:40:17.565 --> 00:40:18.908 at around 2, 3, 6 seconds 802 00:40:20.040 --> 00:40:23.335 the next frame 803 00:40:23.669 --> 00:40:24.912 Camera Actor 804 00:40:24.913 --> 00:40:29.584 With the camera track selected, press the plus button 805 00:40:29.584 --> 00:40:32.246 And there's an Attach 806 00:40:33.120 --> 00:40:35.884 If you look at the Attach item, select Camera Rig Rail 807 00:40:36.479 --> 00:40:38.520 in New Binding 808 00:40:38.520 --> 00:40:43.511 That is, I will attach this Cine Camera Actor 809 00:40:43.511 --> 00:40:45.456 by pressing the plus button 810 00:40:45.456 --> 00:40:46.332 Where? 811 00:40:46.333 --> 00:40:49.834 In New Binding, CameraRig_Rail 812 00:40:49.834 --> 00:40:50.760 It means like this 813 00:40:50.760 --> 00:40:52.459 So, click CameraRig_Rail 814 00:40:53.762 --> 00:40:54.655 Then 815 00:40:56.398 --> 00:40:58.918 from 2 seconds on 816 00:40:58.940 --> 00:41:02.719 a track called Attach is created 817 00:41:02.719 --> 00:41:05.760 and a block called CameraRig_Rail 818 00:41:05.760 --> 00:41:07.080 is created behind it 819 00:41:07.080 --> 00:41:09.519 This block can be moved back and forth 820 00:41:09.879 --> 00:41:11.959 shortened, and stretched like this 821 00:41:11.959 --> 00:41:14.399 From 2 seconds to 6 seconds 822 00:41:14.399 --> 00:41:16.923 a block that says, “Attach to the Camera Rig Rail,” 823 00:41:16.923 --> 00:41:18.934 That block says 824 00:41:19.222 --> 00:41:21.455 "Attach this space" 825 00:41:21.456 --> 00:41:23.239 This function has been created 826 00:41:23.239 --> 00:41:26.551 So, since we’re going to attach it all the way 827 00:41:27.280 --> 00:41:29.919 we can just push this block to the end 828 00:41:29.919 --> 00:41:32.959 And the important thing is that 829 00:41:32.959 --> 00:41:35.679 you can see that the camera position has changed slightly 830 00:41:35.679 --> 00:41:38.203 In other words, it went well up 831 00:41:38.203 --> 00:41:39.701 to here for 2 seconds 832 00:41:40.040 --> 00:41:43.760 but when it attaches to the camera rig rail 833 00:41:43.760 --> 00:41:45.320 where does the camera go? 834 00:41:45.320 --> 00:41:47.439 You can see that it went back over there 835 00:41:47.439 --> 00:41:48.718 The reason for this is that 836 00:41:49.159 --> 00:41:53.159 if you look at the location value, which is the original position of the camera 837 00:41:53.159 --> 00:41:54.239 it is this value 838 00:41:54.239 --> 00:41:56.836 This value is the position value in the world 839 00:41:57.166 --> 00:41:59.000 The position value in the world 840 00:41:59.000 --> 00:42:02.679 and the moment it is attached to the CameraRig_Rail 841 00:42:02.679 --> 00:42:05.080 you can see in the outliner that 842 00:42:05.080 --> 00:42:09.320 it has entered as a child of the CameraRig_Rail 843 00:42:09.320 --> 00:42:11.679 What I mean by entering as a child is that 844 00:42:11.679 --> 00:42:15.120 it has entered the space of the CameraRig_Rail 845 00:42:15.120 --> 00:42:16.396 and cannot help 846 00:42:16.397 --> 00:42:23.454 but be affected by the space of the parent CameraRig_Rail 847 00:42:24.000 --> 00:42:30.040 So, at this time, the location of the cine camera actor should be placed at the origin 848 00:42:30.040 --> 00:42:31.406 0, 0, 0 849 00:42:32.285 --> 00:42:34.203 If you place it at the origin like this 850 00:42:34.453 --> 00:42:35.339 Like this 851 00:42:36.897 --> 00:42:38.496 This is the origin 852 00:42:38.499 --> 00:42:41.568 You can see that it moves to the origin like this 853 00:42:41.568 --> 00:42:45.679 The starting point of the camera rig becomes the origin of this space 854 00:42:45.679 --> 00:42:47.951 That's why it came here like this 855 00:42:48.479 --> 00:42:52.280 In this state, I will slightly correct the camera position value 856 00:42:52.280 --> 00:42:52.848 Like this 857 00:42:56.931 --> 00:42:59.613 Let's move it up just a little bit 858 00:43:00.199 --> 00:43:01.142 I'll move it slightly upwards 859 00:43:04.465 --> 00:43:10.258 After that, we need to fix the transform value of the camera actor again 860 00:43:10.565 --> 00:43:12.879 If you click the location keyframe 861 00:43:12.879 --> 00:43:14.540 L key 862 00:43:15.368 --> 00:43:19.479 you'll see that the keyframe changes 863 00:43:19.479 --> 00:43:21.639 It's checked 864 00:43:21.639 --> 00:43:25.000 Before this rig rail, it was based on the world coordinates 865 00:43:25.000 --> 00:43:27.479 Once it enters the rig rail 866 00:43:27.479 --> 00:43:30.000 the position should be adjusted 867 00:43:30.000 --> 00:43:34.439 based on the rig rail as its child 868 00:43:34.439 --> 00:43:35.600 By setting the keyframe this way 869 00:43:35.600 --> 00:43:40.399 the camera's position will now depend on the rig rail 870 00:43:40.399 --> 00:43:42.487 and will move along with it 871 00:43:42.487 --> 00:43:43.228 Like this 872 00:43:44.872 --> 00:43:46.000 Shall we make it bigger? 873 00:43:47.296 --> 00:43:49.359 It will move like this 874 00:43:53.695 --> 00:43:55.833 The camera is moving well 875 00:43:56.228 --> 00:43:57.158 It's doing fine 876 00:43:57.639 --> 00:44:02.439 but now we can see that the camera's focus is fixed 877 00:44:02.439 --> 00:44:04.879 Since it's fixed, it's not very interesting 878 00:44:04.879 --> 00:44:06.188 We want 879 00:44:07.081 --> 00:44:08.560 the camera to focus on 880 00:44:08.560 --> 00:44:10.239 this point 881 00:44:10.239 --> 00:44:14.659 where the character from the starting point 882 00:44:15.199 --> 00:44:17.777 So, from now on 883 00:44:18.273 --> 00:44:20.214 we will adjust the camera's focus 884 00:44:20.214 --> 00:44:23.919 to follow the character 885 00:44:23.919 --> 00:44:28.120 While moving the marker, I think I made a little mistake 886 00:44:28.120 --> 00:44:29.959 When it moved front 887 00:44:29.959 --> 00:44:33.072 to here 888 00:44:33.479 --> 00:44:34.818 at this point 889 00:44:34.819 --> 00:44:37.070 only the location was keyframed 890 00:44:37.070 --> 00:44:38.683 and since the rotation value 891 00:44:38.684 --> 00:44:42.139 wasn't keyframed 892 00:44:42.139 --> 00:44:45.028 you can see that it just flipped directly 893 00:44:46.026 --> 00:44:49.439 to the new value 894 00:44:49.439 --> 00:44:50.380 What I mean is that 895 00:44:50.702 --> 00:44:52.122 if you look at the track below 896 00:44:52.400 --> 00:44:54.760 you'll see location and rotation values 897 00:44:54.760 --> 00:44:59.560 Up until now, only the location value has been changed 898 00:44:59.560 --> 00:45:02.959 Since there are no keyframes 899 00:45:02.959 --> 00:45:06.520 for the rotation value 900 00:45:06.520 --> 00:45:11.199 it automatically rotates to the new rotation value 901 00:45:11.199 --> 00:45:15.506 which ends up affecting all the frames 902 00:45:15.507 --> 00:45:16.887 including the one before 903 00:45:17.320 --> 00:45:21.934 So, we also need to adjust the rotation value again at the beginning 904 00:45:23.467 --> 00:45:25.822 Let's do that 905 00:45:28.050 --> 00:45:35.589 We'll add the rotation keyframe here 906 00:45:35.601 --> 00:45:38.800 and then make sure 907 00:45:38.800 --> 00:45:41.159 to hold the keyframe 908 00:45:41.159 --> 00:45:43.199 for 2 seconds 909 00:45:43.199 --> 00:45:46.565 By keyframing the location and rotation values similarly 910 00:45:47.040 --> 00:45:50.600 you can see that the position and rotation values won't change 911 00:45:50.600 --> 00:45:53.600 Then, when it transitions to the rig rail 912 00:45:53.600 --> 00:45:57.080 we rotate it again 913 00:45:57.080 --> 00:45:58.688 After rotating it 914 00:46:02.415 --> 00:46:04.233 180 degrees 915 00:46:05.120 --> 00:46:11.209 we'll also do add a rotation by AddKeyframe here 916 00:46:11.660 --> 00:46:16.384 This way, until 2 seconds, the camera will continue to focus on the starting point 917 00:46:16.841 --> 00:46:20.256 After 2 seconds, when the camera transitions to the rig rail 918 00:46:20.639 --> 00:46:24.270 you'll see that it rotates correctly and comes back like this 919 00:46:24.560 --> 00:46:27.000 And then, it moves up like this 920 00:46:27.000 --> 00:46:28.311 It's been corrected like this 921 00:46:29.199 --> 00:46:31.080 We want to 922 00:46:31.080 --> 00:46:34.829 set the tracking target during the camera's rig rail movement 923 00:46:35.320 --> 00:46:37.280 This is done through the Rocket Tracking setting 924 00:46:37.280 --> 00:46:40.479 where we specify what the camera should focus on 925 00:46:40.479 --> 00:46:46.560 Currently, the "Enable Look at Tracking" option is disabled 926 00:46:46.560 --> 00:46:51.080 So, we will keyframe it with the tracking disabled until 2 seconds 927 00:46:51.080 --> 00:46:51.580 Click 928 00:46:52.016 --> 00:46:55.138 This way, it remains inactive until then 929 00:46:56.080 --> 00:46:58.360 and then we skip a frame 930 00:46:58.360 --> 00:47:03.944 From here, we check "Enable Lock at Tracking," 931 00:47:03.961 --> 00:47:06.879 so the camera won't focus on anything before 2 seconds 932 00:47:06.879 --> 00:47:09.959 but after 2 seconds, focus on the desired target 933 00:47:09.959 --> 00:47:11.280 It's like this 934 00:47:11.280 --> 00:47:13.919 Now, let's set the target for the camera to focus on 935 00:47:13.919 --> 00:47:15.840 So, after 2 seconds 936 00:47:15.840 --> 00:47:20.239 when "Enable Look at Tracking" is activated, we need to specify the target 937 00:47:20.239 --> 00:47:21.984 Like this 938 00:47:21.984 --> 00:47:23.290 This is the one 939 00:47:24.719 --> 00:47:27.199 There's an option called "Actor to Track" 940 00:47:27.199 --> 00:47:28.200 Actor to Track 941 00:47:28.666 --> 00:47:32.879 In the Actor to Track, you can decide which actor the camera will focus on 942 00:47:32.879 --> 00:47:36.080 By selecting "Player Start" through the spool 943 00:47:36.080 --> 00:47:40.836 you'll see that "Player Start" is registered in the "Actor to Track" field like this 944 00:47:41.159 --> 00:47:44.719 The "Player Start" may not be searchable here 945 00:47:44.719 --> 00:47:46.959 because it's a level instance 946 00:47:46.959 --> 00:47:50.120 and its contents don't appear in the search 947 00:47:50.120 --> 00:47:51.560 Once it's registered 948 00:47:51.560 --> 00:47:53.810 if you check the camera 949 00:47:54.239 --> 00:47:56.426 you can see what it's focusing on 950 00:47:57.280 --> 00:48:00.760 Before 2 seconds, it doesn't focus on anything 951 00:48:00.760 --> 00:48:02.200 but after 2 seconds 952 00:48:02.600 --> 00:48:06.040 once it's registered in the camera rig rail 953 00:48:06.040 --> 00:48:08.443 the camera starts updating 954 00:48:09.639 --> 00:48:12.560 continuously, although it shakes a bit 955 00:48:12.560 --> 00:48:16.144 It's updating the target to focus on every frame 956 00:48:16.439 --> 00:48:22.846 As you can see, it keeps focusing on the Player Start 957 00:48:28.085 --> 00:48:29.775 Now, let's play from the beginning 958 00:48:30.360 --> 00:48:33.320 Click To Front and play 959 00:48:33.320 --> 00:48:34.959 You'll see the camera move for 2 seconds 960 00:48:34.959 --> 00:48:39.847 and after that, it follows the camera rig rail 961 00:48:40.560 --> 00:48:43.239 and focuses on the Player Start 962 00:48:43.239 --> 00:48:45.560 Since the marker has gone off-screen 963 00:48:45.560 --> 00:48:49.159 it's better to bring it back inside the shot 964 00:48:49.159 --> 00:48:52.080 and click the Cine Camera Actor to adjust it 965 00:48:53.040 --> 00:48:55.159 The first shot is complete 966 00:48:55.159 --> 00:48:57.719 Now, let's review the content we learned in this session 967 00:48:58.642 --> 00:48:59.833 Marketplace Fab Utilization and Sequencer Overview Fab A space where assets are sold, purchased, and shared between users 968 00:48:59.833 --> 00:49:00.517 Fab integrates various marketplace spaces supported by Unreal, such as Marketplace, SketchFab, and ArtStation 969 00:49:00.517 --> 00:49:01.283 How to use Fab After searching, select Download/Add to My Library, depending on whether you want to use the desired asset You can check the assets added to My Library in Library 〉 Vault in the Unreal Launcher 970 00:49:01.283 --> 00:49:01.948 Click the Add button of the project of the desired asset, select the project to install, and check the creation of the related folder after installation is complete 971 00:49:01.948 --> 00:49:02.588 Lesson Example Download Download the Infinity Blade Hideout sample asset used for learning from the GitHub link 972 00:49:02.588 --> 00:49:03.096 Select Environment pack3 from the unzipped folder, copy it, and paste it directly under the content folder of the project you are working on 973 00:49:03.097 --> 00:49:03.698 Check the creation of the EnvironmentPack3 folder in the content folder of the content browser panel 974 00:49:03.698 --> 00:49:04.841 Cut Scene Inserting a scene that is not user-controlled but directed by the developer in the middle of the game to explain the opening, ending, or story 975 00:49:04.841 --> 00:49:05.782 In the past, Cut Scenes and 3D for 3D play were used separately, but now the boundary between cutscenes and play has become ambiguous 976 00:49:05.782 --> 00:49:07.803 Sequencer It is easy to understand if you compare it to a movie shooting site to utilize the sequencer Sequencer (Actor): Film director CinecameraActor: Camera Sequencer (Asset): Scenario and film Level: Location Actor: Actor and props 977 00:49:07.803 --> 00:49:08.884 Direction for camera work Level creation Empty Level (streaming format) Drag Environment pack / DemoMap4 level to the current level to load it as a level instance 978 00:49:08.884 --> 00:49:10.265 Create a sequence Click the top slate icon and select Add level Sequence with shorts Name it My Sequence and set Number of Shorts to 2 979 00:49:10.265 --> 00:49:11.346 Viewport Settings ViewPort Option 〉 Layout 〉 Select Two Panes Left Viewport: Sequence Camera Preview / Right Viewport: Operation for placement and production 980 00:49:11.346 --> 00:49:13.666 Unlike general camera actors used during runtime, it has functions specialized for production, such as focal length and follow Ability to set details of camera lenses to match the settings with real cameras 981 00:49:13.666 --> 00:49:14.896 Camera Working Direction Spawnable Actor An actor that spawns in the level only when the sequencer is playing. It is marked with a lightning icon ove 982 00:49:14.896 --> 00:49:15.777 CameraRig Rail Drag the CameraRig to place it in the world Right-click the CameraRig track and select Convert To Spawnable 983 00:49:15.777 --> 00:49:16.438 Set the Current Position On Rail value to 0 at the start of the rail and 1 at the end of the rail 984 00:49:16.438 --> 00:49:17.339 Click the [+] button on the right side of the Camera Actor track and select Attach 〉 New Binding 〉 CameraRig_Rail to connect the camera and the rail 985 00:49:17.339 --> 00:49:18.060 Camera Focus Settings Add a keyframe to disable the CineCamera Actor's Lookat Tracking Settings Enable Look at Tracking for up to 2 seconds 986 00:49:18.060 --> 00:49:18.600 Add a keyframe to enable Look at Tracking from the frame after 2 seconds Use the eyedropper to select Player Start on the CineCamera Actor's Actor-to-Track